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Author Topic: Everquest Next & Landmark  (Read 3689 times)

Urist McScoopbeard

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Everquest Next & Landmark
« on: March 22, 2014, 06:42:38 pm »

links for the unawares:

https://www.everquestnext.com/about-eqn

https://www.eqnlandmark.com/

The new MMO seems to be shaping up nicely, planning to offer a world based on the economy of adventurers gathering supplies for builders to build things that will hopefully provide adventure. Furthermore, as stated, it seems using this "landmark" system of theirs players will be able to claim plots of land and develop them. Particularly excellent plots maybe even be used by SOE. So im told at least.

As far as normal Everquest stuff, I don't know I haven't played the older everquests!

Anyways, I was interested in the game and thought I'd make a topic because search results didn't turn up anything.

DISCUSS!!!

EDIT: there's obviously a lot more than this, im just too tired to fully explain this behemoth. If you're interested follow those link.
« Last Edit: March 22, 2014, 06:52:41 pm by Urist McScoopbeard »
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Sonlirain

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Re: Everquest Next & Landmark
« Reply #1 on: March 22, 2014, 07:07:27 pm »

Furthermore, as stated, it seems using this "landmark" system of theirs players will be able to claim plots of land and develop them. Particularly excellent plots maybe even be used by SOE. So im told at least.
God idea why bother making buildings for our MMO if we can outsource it to the players and then use their work in out MMO!
Jokes aside i saw the nerd play Landmark and the tools they give you are pretty darn powerful. Truth be told i think Landmark is the next step evolution of minecraft like games.
I never played Everquest tho so i assume it's a bit like WoW but since it's older i assume it offers also more freedom and from the looks of it Next won't be dumbing things down for the new generation of gamers.
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alexandertnt

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Re: Everquest Next & Landmark
« Reply #2 on: March 22, 2014, 11:33:54 pm »

seems like a releant poll for b12 ;D

Anyway, the destructable terrain seems interesting, along with the construction (altough that could be implemented completely differently to the voxel terrain and may be less interesting than it sounds. Also it sounds like the sort of thing in a F2P MMO that could end up costing a fortune/hours-of-grinding to do).

The art style looks like a very generic standard fantasy MMO, complete with chainmail-bikinis-stripper-women and ludicrously-muscular-men who would probably collapse in on themselves and create a singularity if they had any more muscle.
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Mephansteras

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Re: Everquest Next & Landmark
« Reply #3 on: March 23, 2014, 12:24:24 am »

Wow...I think they actually read that paper I submitted to them way back when I used to work for them and they had just started working on EQ Next. A lot of the ideas they're talking about, especially the ability to change the world and actually leave an impact on it.
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Niveras

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Re: Everquest Next & Landmark
« Reply #4 on: March 23, 2014, 03:59:08 pm »

Sounds a bit egotistical, really :-P. SWG had some of this but the technology, especially in terms of modifying the actual terrain, just wasn't there. Letting players build/design their own content is also a logical step up from the pre-fabs that existed in SWG.

Personally, although I like the idea of a truly player-driven world, I don't know that I'd necessarily want to participate in it. In that respect, while outsourcing player-created content is a good way to drive down costs, I'd worry about there being a strong game to support achievers types, and also a kind of consistency to the narrative. There is also a concern that game worlds are just too small to support the amount of space that a truly freeform world would require; on one the hand, it has to be small enough that players can get places easily without breaking a suspension of belief, but on the other even a game like SWG, Skyrim, Just Cause 2 or [any MMO ever] would very quickly become overloaded by player structures.

I'm envisioning, for example, that a particularly entrepreneurial player (probably with the support of a guild) could literally create a outpost/city/quest hub, even to the inclusion of random NPCs, albeit the combat content is done from stock dungeons and enemy models. But I think I'm letting my imagination run a little wild here; the tech is all there, but not all under one roof (and making it all work together while still maintaining good PvE/PvP content may not be possible without a lot of resources). I never played Second Life, but that basic premise of high degree control, while still enforcing some restrictions so that everything doesn't devolve in to the kind of abhorrent deviancy that SL is famous for.
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LeoLeonardoIII

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Re: Everquest Next & Landmark
« Reply #5 on: March 24, 2014, 07:32:07 pm »

I think the model of that Castle Doctrine game, where you have to validate player creations by running through it basically naked, could be twisted to test player-built dungeons. Basically, your dungeon has a public testing phase and if the playerbase gets too much wealth and suffers too few defeats, the dungeon is kicked back at you for revamping. Only once the dungeon tests as balanced will it be added to the world (and at that point unchangeable by the creator) and people can actually play it for real.

Throw in a voting system for people to choose the better models for things like houses etc. and you could do the same for player housing, equipment, spells, pets, monsters, etc.

I don't mind the game being slowly improved by the playerbase. I think all games could use some improvement.
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LordBucket

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Re: Everquest Next & Landmark
« Reply #6 on: March 24, 2014, 09:30:53 pm »

VR headsets anyone? Apparently the game will have native oculus rift support.

Niveras

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Re: Everquest Next & Landmark
« Reply #7 on: March 25, 2014, 04:45:36 am »

I think the model of that Castle Doctrine game, where you have to validate player creations by running through it basically naked, could be twisted to test player-built dungeons. Basically, your dungeon has a public testing phase and if the playerbase gets too much wealth and suffers too few defeats, the dungeon is kicked back at you for revamping. Only once the dungeon tests as balanced will it be added to the world (and at that point unchangeable by the creator) and people can actually play it for real.

Throw in a voting system for people to choose the better models for things like houses etc. and you could do the same for player housing, equipment, spells, pets, monsters, etc.

I don't mind the game being slowly improved by the playerbase. I think all games could use some improvement.

Having balanced rewards is one of the big problems I've been trying to wrestle with in terms of having meaningful player-built dungeons/raids. I think if I were involved in any such game, I'd try to build the gear system around a crafted kind of interface, and dungeon drops rewards armor components which you plug together to create the armor you want to use. These components would more or less be available elsewhere, although the exact balance of stats that a component offers might vary compared to similar item types. For example, the hide of a fire dragon might offer fire resistance and strength, but the hide of a hellhound would offer fire resistance and dexterity, (and meanwhile there are fire wyrms and hell-pups which also drop hides with the equivalent, but weaker, balance of stats). And then you throw on miscellaneous items to boost other stats: basic steel plating or rivets to offer physical resistance, or socket gem or gem-type items (like eyes) for other stats. If you're familiar, the system would be somewhat similar to the honorific/Mystic Orb system that BrotherLaz uses in his MedianXL D2 mod.

In this way, you can have a large variety of dungeons with a large variety of enemies, which all offer different experiences and are farmable, but don't offer identical relics that players collect until they have them then stop running them. I would probably also include a very generous gear swapping system and require meeting very high gear checks, which should incentivise people to actually go to all these dungeons so they collect the components needed for the gear. The need for specific resistances is one example, but others could include sources of reflect, immunity to a or multiple status effects, sheer health, and the usual DPS races (although these would not be balanced in terms of an enrage timer, but rather more of an "alert" timer - kill the thing before the rest of the dungeon's inhabitants interfere with the fight).

(Also, a possible side benefit: going back to open world dungeons rather than instances, since if some dungeon is on farm because it drops the "best" component, there is another dungeon somewhere else that also drops that component, or something similar enough that you can boost what's missing with a third component from some other place. Side negative: there will probably be a lot of "mathing" going on about what's actually the best components to use and how to balance stats.)

The alternative would be a token/point reward system, which would let devs control directly dungeon rewards, but I think simpler and less enticing.

But there are two major points to keep in mind. I would still want a very dev-led content scheme. The player-made stuff is there to add variety, but you'll still need an actual team to keep some semblance of a focused lore content going on. It doesn't necessarily have to make sense in a broader context, but certainly consistent within its own narrative - for example, most of EQ1 expansions were pretty disconnected from each other (at least until GoD/OoW, and later expansions which fleshed out the world rather than creating new ones out of whole cloth) - but each expansion had its own focused story line. These dev dungeons could still reward relics, but as far as artifacts as concerned I would only allow one per server; they could be copied (whether at 100% effectiveness or not, or partially substituted with other components), but only one true artifacts.

The second point is that devs would have to keep veto powers over anything that players create and vote for. The players may vote for a dungeon that rewards tons of high quality components, that looks absurdly hard on its face, but can be cheesed because you got some buff for killing 5 rabbits elsewhere within a 10 hour period. Devs would, of course, have the final say on fixing "exploits" like that. (Player content that's actually difficult purely for the purpose of being difficult could probably be left alone, though it is unlikely that players as a whole will vote for that kind of stuff.)

/unsolicitedunskilledbilespew
« Last Edit: March 25, 2014, 05:02:53 am by Niveras »
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dennislp3

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Re: Everquest Next & Landmark
« Reply #8 on: March 25, 2014, 11:51:41 am »

Neverwinter and Star Trek online both have a system of player made stuff getting in game as instanced stuff...I am sure this will be no different
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Mephansteras

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Re: Everquest Next & Landmark
« Reply #9 on: March 25, 2014, 11:58:40 am »

Sounds a bit egotistical, really :-P.

Hehe, yeah, maybe. But at the time I suggested these things a lot of these ideas were very different from what most of the SOE Developers were thinking about.

Especially these two bits:

Quote
Permanent Change — The land of Norrath changes every day, based on the actions of all players... including you. Cities rise and fall, kings live and die, even the gods may change. You won't want to miss a moment of it!
A Life of Consequence — Your choices will rule your destiny. Do you save a villager's burning farm or choose to do nothing? Do you clear orc camps away from Qeynos or help them destroy the city? You will make your own story — and shape the story for those who follow you.

Which were a core portion of the document I submitted. I'm actually really curious to see what they've done with everything.
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LeoLeonardoIII

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Re: Everquest Next & Landmark
« Reply #10 on: March 25, 2014, 12:09:45 pm »

I think if you have the dungeon out there for everyone to test, you're gonna have some players who are sneaky and bumble around getting killed to make it look hard. But there are going to be some who figure out the trick and run it without harm and scoring tons of loot. All you need are a couple outliers like that to make the review process become manual. And of course, if the output of the dungeon suddenly changes as soon as it's live, you can automatically lock it and review again. If the proper automated controls are in place I don't see any players being able to set up training rooms full of monsters stuck in pits and treasure lying around.

---

I like the idea of crafters and fighters reciprocating. I would prefer to see more stages of reciprocation though, for example, crafter makes cheap gear using town materials, fighter uses it to go out and gather good materials. Crafter makes good gear, fighter now able to explore deeper because he's tougher.

Then include environmental hazards that you need specific gear to handle: a forest of poison-gas flowers, a fiery volcano, a long underwater cave with not enough breathing spots. You could just blaze through if you leveled high enough but you would be chugging potions to stay alive whereas the character with proper equipment would have an easy time of it and actually enjoy the scenery.

Then have keys to unlock certain content, like boss fights or extremely difficult dungeons or whatever, and in order to get those keys you have to craft them using the same materials you make good equipment out of. Meaning you choose whether to get another set of great armor, or enter a cool new place where you might find different cool stuff which might or might not be as good as your old stuff.

But would that just be irritating? Would it make players feel forced to play a crafter because a crafter who charges a reasonable rate is never on? Would it lead to a profusion of little pieces of crap everyone needs to collect to make stuff? I played a game like that and it was awful.

The main thing I would want out of an ideal game like this is that the content has so much variety and a little randomization so that a wiki for adventuring is mostly useless. It will tell you "Orcs have 1-8 HP and use scimitars or light crossbows" or whatever, but it's not going to be able to give you a walkthrough for a dungeon. Veterans may be better prepared to handle a dungeon as player skill improves, but it wouldn't be "ok we're in the Orc dungeon and the entrance spawned a skull throne, so everyone pull out walkthrough 12B".

DDO has a dungeon alert system where if too many monsters are aggro'd it slows everyone down and reduces jump ability. Kinda like you're being mobbed. Although it looks dumb when you're away from your party, no monsters are around, they aggro too many, and suddenly you slow down your move speed inexplicably.

DDO also has a "ransack" system where if you raid a chest too many times in a short period it stops giving loot. I'd say making the best drops in a dungeon - the reason why you farm it - only drop once per character per day maximum would reduce farming of the dungeon. Or at least force people to play alts, which unfortunately increases poopsocking. Although it seems like you're never gonna change a poopsocker.

Finally, the highest-end gear needs to be temporary. Meaning the great big artifact sword must have limited use, after which it's gone. You can still grind out everything and get the best gear, and stand there looking shiny, but if you go out and use that gear you're wearing it down. You're better off using durable gear that has lower bonuses. This is the same concept as charged magic items in D&D, where you get a really powerful wand but it can only do the awesome spell 50 times before shorting out. This allows the game to give people the best gear more easily, reducing grind, but then introducing an interesting choice for the player: do you want to use your consumable gear and overcome this challenge easier, or use durable gear and have a harder time?

It might be better to actually have separate equipment types so people don't bitch and moan about the best sword being fragile. So there is no super-grind armor and weapons, but instead it's a gem you socket and it can only take so much of a beating. Even the low-level gems that give weak bonuses could be fragile, allowing players of all levels the chance to make that interesting choice.

To counter the math experts, make the drop rate fluctuate randomly every day. Due to random chance you'll see some raid groups getting lots of drops and others getting none. Someone might walk in and do the dungeon 3 times and get no drops, concluding that today is a bad day for that dungeon. Another will walk in and get one on the first try, concluding that today is a lucky day for that dungeon. By the time anybody figures out today's drop rate it'll already be tomorrow.

Also have a tiny chance for loot from similar-level dungeons to drop. So if you normally know that the Helm of Underwater Action only drops in the Level 5 Crab Cave, you'll be pretty damn surprised when one day it drops in the Level 5 Plague Pits. In reality, the helm has a 10% drop rate in Crab Cave but a 0.1% drop rate in the Plague Pits. For a long time people will be trying to create a wiki based on what they see dropping, and the misinformation will be wonderful.

Speaking of misinformation, I want to see a game with stats like DF, where you know the general level of the stat but there's a hidden value. I'd like to see two Apprentice Swordsmen with slightly different levels of fighting skill and neither knows who is better. One might level up and think he's suddenly better, but the other guy could be way at the bottom of Apprentice or right at the top next to him. No XP bars. Without being able to gauge progress people are less likely to grind.

But here I'm suggesting anti-addiction measures. No holy light orgasm at level up. No "get 10 hog's feet - but hogs only drop feet 30% of the time". No Skinner Box. I'm suggesting eliminating the things that make WoW able to ensnare players. So maybe this game would never take off.
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Zanzetkuken The Great

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Re: Everquest Next & Landmark
« Reply #11 on: March 25, 2014, 12:28:32 pm »

Note to self: Remember these games.
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Niveras

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Re: Everquest Next & Landmark
« Reply #12 on: March 25, 2014, 03:49:17 pm »

But here I'm suggesting anti-addiction measures. No holy light orgasm at level up. No "get 10 hog's feet - but hogs only drop feet 30% of the time". No Skinner Box. I'm suggesting eliminating the things that make WoW able to ensnare players. So maybe this game would never take off.

I disagree with a lot of your points, but I think it's because we're appearing it from different directions. I'm not really concerned about how addictive the game may be. I'd probably try to limit some 'skinner box' effects but sometimes those things aren't skinner boxes per se but rather a mechanic players enjoy (independent of any addictive quality) simply because it's a fun mechanic. Getting a tangible reward (such as skill points) for leveling up is good. Superficially inflating that reward (with giant sparklies, for example) is not, nor is accelerating that reward for the sake of handing out more of those same superficial rewards.

The difference here is that I actually find the second-ish-third generation MMOs (of which WoW, RIFT, Vanguard, EQ2, SWTOR all belong - games with defined classes/builds and complex PvE encounters) to be fun. It is more structured than the earlier generation, and in this way it loses some of their best parts, but succeeding generations (like GW2 and TESO) limit class variety and combat tactics/strategy too greatly. But one weakness that stretches across all MMOs to date is that content ultimately becomes stale. This can be mitigated with variety, and offering players the chance to build content is a cheap way to do that. But you need incentives for players to run all that variety of content without pre-designed Best In Slot (obviously or otherwise) items, hence the design for a component-based gear system.
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Niveras

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Re: Everquest Next & Landmark
« Reply #13 on: March 25, 2014, 03:52:32 pm »

I should follow up with the mention that: even grinding can be fun, when you're playing with friends. How often can you play poker alone before you're bored out of your skull? But add other players and poker, chess, any number of games become "fun" even if the content doesn't vary greatly. This is also in support of the component-based gear system, in the sense that while it is, on its face, somewhat of a grind, you're helping and playing with your friends (and getting some rewards too, as the variety of components is quite broad in all dungeons) as you seek out the parts they need for their upgrade.
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Mephansteras

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Re: Everquest Next & Landmark
« Reply #14 on: March 25, 2014, 03:59:25 pm »

Well, one of the whole purposes of having a living world that is constantly changing based on player actions is that it puts the 'Fun' back into the grind. MMOs live on having a large group of long term players, and being able to run through the content in a week would kill that. Older MMOs handled this by stretching the weeks worth of real content out into months by way of meaningless quests.

A living world, in theory, is supposed to give you a reason to come back every day simply because there will be new things to do. They might be similar to previous things you've done (Ugh, those damn Orcs retook Silver Valley again. To arms, everyone!) but if done properly your successes, failures, and even ignores will all matter. It might be that the whole reason the Orcs have Silvery Valley is because you decided not to bother helping in the defense of the Ridgeline Watchtower last night and their advances went unchecked.


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